–RELEASED 04/13/2015–
Galactic Civilizations III Beta 5.2 is now available, bringing the good news of big AI and performance improvements to space emperors everywhere. The patch will download automatically when you connect to Steam. See below for the full changelog:
I have a tie for my favorite checkins when I put this changelog together. The first is "Fixing tabbing in moon shader" just because that sounds really cool, but I have no idea where or what the moon shader is, or how we tab in it. But my favorite was the "fixed the sympathetic explosion issue" which is that for some reason when one object in a battle exploded, other objects would explode too, hence our sympathetic explosions. The other objects wouldn't actually be dead, they would come back together and keep fighting, they just couldn't resist a good explosion (also known as the sneezing starbase issue).
Features
Added Prototype Survey Module (requires a strategic resource)
Added Prototype Elerium Weapon
Added Prototype Anti-Matter Missile
Added Hull Reinforcement module (requires Durantium)
Performance
We now only update fog of war when required (its an expensive calculation to run so this is a significant performance improvement)
We now only update the minimap if the moving object is visible to the current player (minmap updates are expensive too)
Only update the minimap during the local players turn to minimize interturn duration
Improved the speed of research progress searches (developers said something about adding a hash table, i have no idea how hashbrowns make the game faster, but apparently they do)
Improved game start speed (optimizations setting up player research)
Improved game load time (no longer uses a separate process to generate the atlas)
Fixes
Many multiplayer crash fixes
Fixed an issue where combo/list boxs may scroll out of the available area
Fixed an issue for the mood breakdown tooltip in the diplomacy window
Fixed bug where if an AI player attempted to attack an undefended player it would notify the player about transports
Fixed an issue where influence would be incorrectly calculated
Fixed a lighting issue in the ship designer and shipyard
Fixed a crash when UP voting
Fixed an issue where players cant unlock extreme worlds
Fixed the Adaptable ability
Trade Resource descriptions now fit in the field
Fixed an issue where ideological events could cause crashes in multiplayer
Fixed bug where the multiplayer lobby player faction comboboxes stopped working whenever the list of factions changed via another person joining the lobby, caused by listbox-in-combobox-in-listbox sizing not working correctly
Fixed a multiplayer desync caused by fog of war updates
Fixed a multiplayer desync after making a trade
Fixed a multiplayer desync when constructing a shipyard or starbase
Fixed an issue where players could be awarded Jupiter through an ideology trait
Fixed lots of wonky text clipping issues, now if the text doesn't fit in the area it will smoothly fade out, but fixed numerous screens so text doesn't overflow
Fixed a crash if a planet was selected when exiting to the main menu
Fixed a multiplayer crash if more than 3 custom factions are in the game
Fixed an issue with the upgrading icon not working
Fixed an issue where ideology points weren't being spent
Fixed two crashes that could occue when invading a planet
Several obscure crash bugs fixed
Fixed an issue where you could queue up a 1 per faction wonder on multiple planets at the same time
AI
The AI now terraforms
The AI now trades ships with other AI players
AI Strategies updated to support more behaviors based on the faction traits
Minor modificatiosn to the govenor strategies
When the AI wants to kill you, it checks to see if it has transports, if it doesn't it b-lines for them if possible
AI Early game strategy now ends at 20 turns
Modified various AI strategies
Modified relation weights (generally lowered the amounts)
Weaker military is now a negative instead of a positive
Modified faction AI catregory weights so that they always equal 100 total and made them more differentiated per faction
Rebalanced the power calculation such that it weighs more on ones overall production and less on influence and such. (will continue to play with this)
Modified MorePowerfulThan and LessPowerfulThan to have a 20% give either way
Added a relation modifier if you are ripe for conquest, some AI players are strongly weighted by this (the Drengin), some aren't
AI is less likely to trade ships or propose ships, starbases and planets in trades (we know you have been exploiting them!)
Added a particle script for Promethion and Thulium
Changed engine colors for the Thalan and Yor
Added a new nebula graphic
LOTS of updates to the AIStrategydefs.xml
Support for using weapon tags in the tech tags
Diplomatic modifiers rebalanced
Drengin tech tree updated to use tags
Terran Alliance is now Diplomatic personality trait instead of Scientific
Diplomatic is a new personality trait (Diplomat trait means that those players will tend to research diplomatic techs and stay out of war via their diplomacy and/or manipulating others)
Cultural trait has been added (Cultural tech means that that player will tend to embark on cultural victory and taking planets through sheer cultural might)
Krynn are now Cultural instead of Spiritual
Yor are now Scientific instead of Opportunistic
Iconians are now Cultural instead of Spiritual
Thalan are now Diplomatic as well
Updated balances to change constructor behavior
AI contact with player increased (AI contact is now roughly every 12 turns instead of every 20)
Credits the AI will ask as a minimum is now 75 instead of 150
Minor tweaks to the governors
More types of AI ship roles added to provide more variation
Lots of work with the AI ship roles
Prototype modules made into Support Modules (for now) to keep AI from being unable to build stuff
New AI Ship types include Bomber, Interceptor and Capital ship
AI now has the concept of a weapon and defense strategy
AI updated to support new AI ship classes.
There is now a slight amount of randomness in what the AI thinks is the best battle rank for a ship class (so it may sometimes build an older unit)
New ship selection algorithm now goes through the ships it could build and rolls for the best one (no longer weighted to pick the first in the list)
AI will generate a weapon and defense preference strategy (The AI will pick beam, kinetic, or missile as its preferred weapon. Once it does this, it will zero out the military value of non-conforming weapon techs)
The AI will reevaluate its choices on weapons if they get a weapon tech that is much better
AI looks at its least favorite player and will tend to pick its defense techs based on what their least favorite player's weapon;n choices are
Rebellion points now takes into account the player's resistance and approval to drastically reduce the amount generated if those things are high.
Balance
Modified the map setting means. Mainly, fewer black holes, more habitable planets.
The normal research pacing is now 25% faster than it was to speed of the pacing of normal.
Starting credits reduced to 1000
Added some early terraforming improvements so that players can upgrade planets right around the time they start to run out of tiles.
Only the top 6 factions are available to vote for UP leader
Adjusted the UP voting weights
UP meetings are typically every 25 turns instead of every 12 turns
Art
We liked Saturn so much we put a ring on it (ie: some planets have rings now)
Added new Ascension and Economic relic particle FX
Added 6 new weapon models
Asteroids are now lit by stars
Reduced the length of engine trails slightly
You can see ships flying around planets now
Moons eclipse planets when passing by them
Lord Kona moons planets when passing by them
Added oribiting ships for the shipyards
Added orbiting ships for the starbases
UI
Enchanced 'rebelling planet' tooltip information to include influence ratio between colony and tile owner
Added a tooltip explaining why you cant save your custom faction if there is an issue
Added adjustable mini-map zoom increment
Well, I have tomorrow off so you can release the patch then. I'll be happy to test the heck out of it! Thanks.
we`ll get this today or tomorrow!
today please, today please
Final release has been stated May... Unless I'm missing where this changed.
Right I was confused with Steam which has a release date August but 2014! I thought Betas are not official releases..
Employees work better when you feed them, that's why. Otherwise you get a large turnover due to starvation, very nasty, many businesses make that mistake.
"Added more typos... to the changelog" .
For large collections of data (which i assume is the case here) hash table is faster then simple lists or collections specially when accessing individual known keys/values.
May is the release we are looking at.
For this patch
Wasn't this supposed to be 'opt-in' this week?
Is referring to the Gold release of the game.
Beta 5 Patch 2 opt-in will still be this week as far as we've been told.
Please please today
For this patch Wasn't this supposed to be 'opt-in' this week?
Sorry All I did not mean to confuse any one. The may /June thing was about the release of the game not the patch.
Island Dog said May so I`m glad to be wrong then
Game will release in May. This patch will release tomorrow (Friday).
Derek,
Thanks I was hoping for the patch as Opt in by the weekend. I told my Girlfriend to get lost and have a steak ready for Saturday night.
Now I am ready for the weekend!
Just so she doesn't get lost too well. lol
We will be putting a password on the patch, you will only get it if your girlfriend tells us that you have been nice to her, and agreed to have a steak ready for her Saturday night.
Noooooo!!!! I'll never get my wife to agree to similar terms....
Drat, I'm heading out of town for 3 weeks on Saturday, I was hoping to have the patch tonight to have a couple of evenings for trying it out. Oh well, I'll see how much I can test tomorrow ...
Is the patch out yet? Opt-in or standard?
I see no opt-in option in Steam.
Not yet. Not usually until the afternoon.
We'll post news when it's out.
Performance We now only update fog of war when required (its an expensive calculation to run so this is a significant performance improvement) We now only update the minimap if the moving object is visible to the current player (minmap updates are expensive too) Only update the minimap during the local players turn to minimize interturn duration Improved the speed of research progress searches (developers said something about adding a hash table, i have no idea how hashbrowns make the game faster, but apparently they do) Improved game start speed (optimizations setting up player research) Improved game load time (no longer uses a separate process to generate the atlas)
I have to admit, I've been waiting for this update for a while ago - I have an i5 quad at 3.2 Ghz and 8 Gb of DDR3 with a Nvidia 640 2Gb and the game seems to be eating the entire 6gb recommended of RAM and every time I click End Turn my GPU usage spikes to 100% regardless of game modes, settings, sizes, races.To see this being implemented at last fills me with joy.Any time today the opt-in is going to be avaliable on EST? I'm a UK user so I just want to make sure I update before I have to crash into bed.
Whoops, missed Island Dog by a minute - Disregard my last.
LOL Island Dog your killing US
Patch log sounds great, can't wait to play around with the new version.
O I hope I get to play with the rings like I did in GalCiv 2!!
Patch has been released as an opt-in patch. Please let us know if you run into any issues.
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